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The Angband Ladder: Sendav, Spider Ancient Master by <seth@auto-trim.com>

  [Fury 1.1.0 Character Sheet]

 Name  : Sendav                 Age                  1       STR!     31       
 Sex   : Male                   Height               1       INT!     40       
 Race  : Spider Ancient         Weight               1       WIS:     40       
 Class : Master                 Social Class         1       DEX!     40       
 Body  : Player                                              CON!     40       
 God   : Mandos                                              CHR!     40       
                                                                               
 + To Melee Hit          53 Level             50    Max Hit Points      1118   
 + To Melee Damage       38 Experience  99999999    Cur Hit Points      1118   
 + To Ranged Hit         53 Max Exp     99999999    Max SP (Mana)       3067   
 + To Ranged Damage       0 Exp to Adv.    *****    Cur SP (Mana)       3008   
   AC                68+243 Gold        42494382    Piety              30695   
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Superb       Perception  : Bad          Blows/Round:  18        
 Bows/Throw  : Superb       Searching   : Poor         Shots/Round:  1         
 Saving Throw: Fair         Disarming   : Good         Mel.dmg/Rnd:  720-828   
 Stealth     : Legendary[17]Magic Device: Legendary[27]Infra-Vision: 120 feet  
                                                       Tactic:       coward    
                                                       Explor:       running   
                         (Character Background)                                
          You are born of Ungoliant shortly after the slaying of the           
          trees of Valinor. Because of Melkor's disputes with her,             
          you have vowed to avenge your bloodline.                             
                                                                               


  [Miscellaneous information]

 Joke monsters:        OFF
 Maximize mode:        ON
 Preserve Mode:        ON
 Autoscum:             ON
 Small Levels:         ALWAYS
 Arena Levels:         ON
 Always unusual rooms: OFF
 Persistent Dungeons:  OFF

 Recall Depth:
        Mirkwood: Level 33 (1650')
        Barad-Dur: Level 66 (3300')
        Angband: Level 99 (4950')
        Barrow-Downs: Level 10 (500')
        Orodruin: Level 99 (4950')
        Cirith Ungol: Level 50 (2500')
        The Void: Level 143 (7150')
        Den of Dogs: Level 50 (2500')
        Fort Blade: Level 50 (2500')
        Paths of the Dead: Level 70 (3500')
        Erebor: Level 72 (3600')
        Dol Guldur: Level 70 (3500')
        A lost temple: Level 28 (1400')
        Forodwaith: Level 80 (4000')
        Utumno: Level 127 (6350')

 Your body is a Player.
 You are currently on level 143 of The Void.
 You have defeated 20730 enemies.
 You destroyed the One Ring, thus weakening Sauron.
 You established a permanent void jumpgates liaison between Minas Anor and
Gondolin,
  thus allowing the last alliance to exist.
 You saved Gondolin from destruction.
 You saved the beautiful Mallorns of Lothlorien.
 You saved Bree from a dreadful Nazgul.
 You saved 98 princesses.
 You saved Arda and became a famed King.
 You found all of the relic pieces and pleased your god.

 You started your adventure the 43rd Yavie of the 2890th year of the third age.
 It is currently the 2nd Enderi of the 2890th year of the third age.
 You have been adventuring for 13 days.

                    efghijkmnopqsuvxyz{|@       
        Add Str   : 1...234.2..4.......3.       
        Add Int   : 1...23......33.3.....       
        Add Wis   : 1...234.2............       
        Add Dex   : 1.*.23...5..3.43.....       
        Add Con   : 1.*823..2..4....3..3.       
        Add Chr   : 1..8234.....3..3...3.       
        Mul Mana  : .............+......+       
        Mul SPower: ............+........       
        Add Stea. : ..*.2....5.....33....       
        Add Sear. : ............3..3.....       
        Add Speed : 15*82343.5.....33..3+       
        Add Blows : ..*..................       
        Sust Str  : +++..+..+............       
        Sust Int  : ..+.+................       
        Sust Wis  : +.+.+...+............       
        Sust Dex  : .+++.+...+...........       
        Sust Con  : +++..+..+............       
        Sust Chr  : +..++................       
        Invisible : .........+.......+...       
        Mul life  : .+......+...........+       
        Sens Fire : .....................       
        Reflect   : ..........+..........       
        Free Act  : +...++.....+.+++.....       
        Hold Life : .+..++.+......+......       
        Imm Acid  : ..+........*+.+......       
        Imm Elec  : ..+..*.......+.......       
        Imm Fire  : *.....+.+...+........       
        Imm Cold  : ....*...+............       
        Res Pois  : .....++.+....+.......       
        Res Fear  : ++.+..+..............       
        Res Lite  : .......+.......+.....       
        Res Dark  : .......+.....+.+.....       
        Res Blind : ..+++................       
        Res Conf  : ..++...+...+.........       
        Res Sound : ........+..+.........       
        Res Shard : ..+.........+........       
        Imm Neth  : +.++.................       
        Res Nexus : ..+..................       
        Res Chaos : ...+...+...+.........       
        Res Disen : .....++.....+........       
        WraithForm: ...................+.       
        Levitate  : .....+.......+.+.....       
        See Invis : +...++.+............+       
        Digestion : .....+...............       
        Regen     : ++...+...............       
        Activate  : ++..++++....+++....+.       
        Cursed    : ...................+.       
        Hvy Curse : ...................+.       
        Precogn.  : ....................+       
        Fly       : ....................+       
        Climb     : ....................+       
        Orc.ESP   : .......+...+.........       
        Good.ESP  : ...............+.....       
        Unique.ESP: ...............+.....       
        Full ESP  : ....+................       

Skills (points left: 0)
          . Barehand-combat                      01.000 [0.500]
 - Sneakiness                                    01.000 [0.900]
          . Stealth                              00.400 [0.500]
 - Powers                                        50.000 [1.000]
          . Devices                              50.000 [1.000]
          . Power                                50.000 [0.600]
          . Mastery                              50.000 [1.200]
          . Energy                               00.000 [0.900]
                   . Fire                        00.000 [1.000]
                   . Water                       00.000 [1.000]
                   . Air                         00.000 [1.000]
                   . Earth                       00.000 [1.000]
          . Meta                                 00.000 [1.000]
          . Movement                             00.000 [1.000]
          . Knowledge                            00.000 [1.000]
          . Temporal                             00.000 [1.000]
          . Mind                                 00.000 [1.000]
          . Nature                               00.000 [1.000]
          . Maiaology                            01.300 [0.400]
          . Runecraft                            02.700 [0.900]
          . Innate                               50.000 [0.900]
 - Spirituality                                  02.650 [0.550]
          . Prayer                               20.000 [0.500]
 - Monster-lore                                  17.200 [0.800]
          . Symbiosis                            27.300 [0.400]
          . First-aid                            01.000 [0.600]

Abilities
 * Perfect casting


  [Fates]

You may meet a Moth on level 9.


  [Character Equipment]

e) The Ring of Power 'Narya' (+6,+6) (+1)
        It can be activated for healing (500) every 200+d100 turns if it is
    being worn. It increases your strength, intelligence, wisdom, 
    dexterity, constitution, charisma, speed and luck by 1.  It sustains 
    your strength, wisdom, constitution and charisma.  It provides
    immunity to fire.  It provides immunity to paralysis.  It makes you
    completely fearless.  It provides resistance to nether.  It allows you
    to see invisible monsters.  It speeds your regenerative powers.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
f) a Rohirric Ring of Vitality(100%) (+5) {100% off}
    It can be activated
    for satisfy hunger every 100 turns if it is being worn. It increases 
    your speed by 5.  It increases your hit points by 100%.  It sustains 
    your strength, dexterity and constitution.  It makes you completely
    fearless.  It provides resistance to life draining.  It speeds your
    regenerative powers.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You stole it from the Magic shop.
g) The Speed Ring of Lornen (+17 to speed)
    It increases your dexterity, 
    constitution, stealth, speed, attack speed and ability to score
    critical hits by 17.  It sustains your strength, intelligence, wisdom, 
    dexterity and constitution.  It provides resistance to acid, 
    electricity, blindness, confusion, shards, nether and nexus.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Maeglin, the Traitor of Gondolin in the
    town of Gondolin .
h) The Ring 'Gontir' (+8)
    It increases your constitution, charisma and speed
     by 8.  It sustains your dexterity and charisma.  It makes you
    completely fearless.  It provides resistance to blindness, nether and 
    chaos.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Nightwalker on level 127 of Utumno.
i) The Ring of Power 'Nenya' (+9,+9) (+2)
    It
    can be activated for healing (800) every 100+d200 turns if it is being
    worn. It increases your strength, intelligence, wisdom, dexterity, 
    constitution, charisma, stealth, speed and luck by 2.  It sustains 
    your intelligence, wisdom and charisma.  It provides immunity to cold.
    It provides immunity to paralysis.  It provides resistance to life
    draining and blindness.  It allows you to see invisible monsters.  It
    gives telepathic powers.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of a Blue Thunderlord in the town of Minas
    Anor .
j) The Ring of Power 'Vilya' (+12,+12) (+3)
    It can be activated for greater healing (900) every 200+d200
    turns if it is being worn. It increases your strength, intelligence, 
    wisdom, dexterity, constitution, charisma, speed and luck by 3.  It
    sustains your strength, dexterity and constitution.  It provides
    immunity to electricity.  It provides immunity to paralysis.  It
    provides resistance to life draining, poison and disenchantment.  It
    allows you to levitate.  It allows you to see invisible monsters.  It
    slows your metabolism.  It speeds your regenerative powers.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 88 of Angband.
k) The Elfstone 'Elessar' (+7,+7) [+10] (+4)
    It can be
    activated for heal and cure black breath every 200 turns if it is
    being worn. It provides light (radius 3) forever.  It increases your 
    strength, wisdom, charisma and speed by 4.  It makes you completely
    fearless.  It provides resistance to fire, poison and disenchantment.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Worm of Perplexity on level 56 of
    Barad-Dur.
m) The Arkenstone of Thrain (+3)
    It can be activated for detection every 30+d30 turns if it
    is being worn. It provides light (radius 3) forever.  It increases 
    your speed and luck by 3.  It provides resistance to life draining, 
    light, dark and chaos.  It allows you to see invisible monsters.  It
    allows you to sense the presence of orcs.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Munchkin on level 53 of Barad-Dur.
n) The Filthy Rag of Ghan-buri-Ghan [34,+0](40%) (+2)
    It
    grants you the power of poison dart if it is being worn.  It increases 
    your strength, wisdom and constitution by 2.  It increases your hit
    points by 40%.  It sustains your strength, wisdom and constitution.  
    It provides resistance to fire, cold, poison and sound.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient multi-hued dragon on level 85 of
    Angband.
o) The Cloak of Ghan-buri-Ghan (+5,+5) [14,+0] (+5)
    It grants you the power of berserk if it is being worn.  It 
    increases your dexterity, stealth and speed by 5.  It makes you
    invisible.  It sustains your dexterity.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying on the ground on level 86 of Angband.
p) a Buckler of Reflection [1,+18]
    It reflects
    bolts and arrows.  It cannot be harmed by acid, cold, lightning or
    fire.  
    It was given to you as a reward.
q) The Small Mithril Shield of Thorin [3,+25] (+4)
    It increases your strength and 
    constitution by 4.  It provides immunity to acid.  It provides
    immunity to paralysis.  It provides resistance to confusion, sound and 
    chaos.  It allows you to sense the presence of orcs.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Munchkin on level 53 of Barad-Dur.
s) The Metal Cap of Celebrimbor [3,+18] (+3 to searching)
    It
    can be activated for temporary ESP (dur 20+d20) every 20+d50 turns if
    it is being worn. It increases your intelligence, dexterity, charisma, 
    searching and spell power by 3.  It provides resistance to acid, fire, 
    shards and disenchantment.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Dracolisk on level 59 of Barad-Dur.
u) The Set of Gauntlets of Eol [3,+15](60%) (+3)
    It
    can be activated for mana bolt (9d8) 7+d7 turns if it is being worn. 
    It can be used to store a spell.  It increases your intelligence and 
    luck by 3.  It increases your mana capacity by 60%.  It provides
    immunity to paralysis.  It provides resistance to electricity, poison
     and dark.  It allows you to levitate.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Munchkin on level 67 of Angband.
v) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4)
    It
    can be activated for arrows (150) every 90+d90 turns if it is being
    worn. It grants you the power of magic missile if it is being worn.  
    It increases your dexterity and luck by 4.  It provides immunity to
    paralysis.  It provides resistance to life draining and acid.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Black reaver on level 70 of Angband.
x) The Pair of Soft Leather Boots of Wormtongue (-10,-10) [2,+10] (+3)
    
    It grants you the power of panic hit if it is being worn.  It 
    increases your intelligence, dexterity, charisma, stealth, searching
     and speed by 3.  It provides immunity to paralysis.  It provides
    resistance to light and dark.  It allows you to levitate.  It allows
    you to sense the presence of good beings and unique beings.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Munchkin on level 90 of Angband.
y) The Pair of Hard Leather Boots of Nevrast [3,+13] (+3)
    It 
    increases your constitution, stealth and speed by 3.  It cannot be
    harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
z) a Master quylthulg (6491 hp)
{) (nothing)
|) The Sceptre of Numenor (-3 to speed) {cursed}
    It can be activated for dispel good
    (level*5) every 300+d300 turns if it is being worn. It can be used to
    store a spell.  It decreases your strength, constitution, charisma, 
    speed and luck by 3.  It renders you incorporeal.  It is heavily
    cursed.  It can re-curse itself.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Munchkin on level 53 of Barad-Dur.


  [Character Inventory]

a) a Holy Tome of Mandos
b) The Fourteenth Eye of Sauron
    It
    can be activated for genocide every 500 turns.  
    You found it in the remains of a Nether wraith on level 37 of Barad-Dur.
c) an Adventurer quylthulg (900 hp)
d) an Adventurer quylthulg (1100 hp)
e) an Adventurer quylthulg (790 hp)
f) a Silent watcher (2193 hp)
g) a Tilkal Rod of the Istari of Home Summoning (400/400)
    
    It can hold more mana.  It can cast spells for a lesser mana cost.  It
    can cast spells faster.  It regenerates its mana faster.  It cannot be
    harmed by acid, cold, lightning or fire.  
h) The Ring of Power of Ren the Unclean (+1 to stealth)
    It increases your stealth by 
    1.  It makes you invisible.  It sustains your strength.  It provides
    immunity to paralysis.  It makes you completely fearless.  It provides
    resistance to sound.  It drains experience.  It cannot be dropped
    while cursed.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Ren the Unclean on level 135 of The Void.
i) (nothing)
j) (nothing)
k) (nothing)
l) (nothing)
m) (nothing)
n) (nothing)
o) (nothing)
p) (nothing)
q) (nothing)
r) (nothing)
s) (nothing)
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)


  [Home Inventory - Bree ]

a) 6 Sprigs of Athelas
b) 2 Potions of Corruption


  [Home Inventory - Gondolin ]

a) a Holy Tome of Mandos
b) Gandalf's Portable Pandemonium
    
    It can be activated for light area (dam 2d15) every 100 turns.  
    You found it lying on the ground on level 79 of Angband.
c) The Ring of Feindur (+1) {cursed}
    It can be
    activated for teleportation and destruction of the ring if it is being
    worn. It increases your strength by 1.  It makes you completely
    fearless.  It provides resistance to cold, poison, light and 
    disenchantment.  It induces random teleportation.  It is cursed.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Blue drake in the town of Gondolin .
d) The Ring of the Ironfists (+10,+10) (+3)
    
    It increases your wisdom and ability to tunnel by 3.  It makes you
    invisible.  It sustains your wisdom.  It provides resistance to cold
     and chaos.  It allows you to sense the presence of orcs.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Maeglin, the Traitor of Gondolin in the
    town of Gondolin .
e) The Ring of Barahir (+1)
    It can be activated for dispel small life every
    55+d55 turns if it is being worn. It increases your strength, 
    intelligence, wisdom, dexterity, constitution, charisma, stealth and 
    searching by 1.  It provides resistance to poison and dark.  It allows
    you to see invisible monsters.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Munchkin on level 53 of Barad-Dur.
f) The Amulet 'Elpior' (+3)
    It 
    increases your wisdom, dexterity, charisma and searching by 3.  It
    sustains your strength.  It provides resistance to confusion.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Young multi-hued dragon in the town of
    Gondolin .
g) The Silmaril of Flames (+2)
    It can be activated for invulnerability (dur 8+d8) every
    1000 turns if it is being worn. It grants you the power of banish evil
     if it is being worn.  It provides light (radius 5) forever.  It 
    increases your strength by 2.  It provides resistance to fire, light, 
    dark, shards, nether, nexus and chaos.  It allows you to see invisible
    monsters.  It allows you to sense the presence of evil beings.  It 
    drains mana and experience.  It can re-curse itself.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Worm of Law on level 78 of Angband.
h) The Silmaril of the Seas (+2)
    
    It can be activated for word of recall every 200 turns if it is being
    worn. It grants you the power of banish evil if it is being worn.  It
    provides light (radius 5) forever.  It increases your intelligence by 
    2.  It provides resistance to light, dark, nether, nexus and chaos.  
    It allows you to see invisible monsters.  It allows you to sense the
    presence of evil beings.  It drains life and experience.  It can
    re-curse itself.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Gothmog, the High Captain of Balrogs on
    level 70 of Angband.
i) The Robe of Incanus [2,+20] (+3)
    It grants you the power of weigh magic if it is
    being worn.  It can be used to store a spell.  It increases your 
    intelligence, wisdom and searching by 3.  It sustains your 
    intelligence and wisdom.  It provides immunity to paralysis.  It
    provides resistance to acid, electricity, fire and cold.  It allows
    you to see invisible monsters.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Munchkin on level 53 of Barad-Dur.
j) The Shadow Cloak of Luthien [6,+20] (+2)
    It
    can be activated for restore life levels every 450 turns if it is
    being worn. It can be used to store a spell.  It increases your 
    intelligence, wisdom, charisma, stealth, speed and luck by 2.  It
    makes you invisible.  It provides resistance to acid, fire, cold and 
    chaos.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
k) The Golden Crown of Gondor [0,+15] (+3)
    It can be activated
    for heal 700 hit points every 250 turns if it is being worn. It
    provides light (radius 1) forever.  It increases your strength, wisdom
    , constitution and speed by 3.  It provides resistance to electricity, 
    fire, cold, light, blindness, confusion, sound and chaos.  It allows
    you to see invisible monsters.  It slows your metabolism.  It speeds
    your regenerative powers.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Bile Worm on level 79 of Angband.
l) The Rod of Annuminas (+4)
    
    It can be activated for rune of protection every 400 turns if it is
    being worn. It can be used to store a spell.  It increases your 
    charisma and luck by 4.  It provides immunity to paralysis.  It
    provides resistance to confusion.  It has been blessed by the gods.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Swamp Worm on level 61 of Barad-Dur.


  [Home Inventory - Minas Anor ]

a) The Tome of Sendav
    
    It cannot be harmed by acid, cold, lightning or fire.  
b) The Ring of Andoromar (+4)
    It increases 
    your intelligence, wisdom, dexterity and infravision by 4.  It
    sustains your intelligence and dexterity.  It provides resistance to 
    cold, confusion and nether.  It allows you to levitate.  It speeds
    your regenerative powers.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Santa Claus on level 40 of Barad-Dur.


  [Home Inventory - Caras Galadhon ]

a) The Gem of Rage
    It
    can be activated for summon pet every 101 turns.  
    You found it lying on the ground on level 28 of Mirkwood.
b) The Portable Soldier
    It can be
    activated for gain corruption every 10 turns.  
    You found it lying on the ground on level 23 of Mirkwood.
c) The Torch of Isengard
    It can be
    activated for cure insanity every 200 turns.  
    You found it lying on the ground on level 7 of Barrow-Downs.
d) a Parchment titled ''Famous Last Words''
    It can be
    activated for cure insanity every 200 turns.  
    You found it in the remains of a Mind flayer on level 44 of Barad-Dur.
e) a Master quylthulg (6900 hp)
f) a Master quylthulg (6700 hp)
g) an Adventurer quylthulg (1110 hp)
h) an Eye druj (6300 hp)
i) a Skull druj (4800 hp)
j) The Magical Battle Robe of Great Luck [2,+0] (+60)
    
    It increases your luck by 60.  It provides immunity to paralysis.  It 
    drains mana and life.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Glaurung, Father of the Dragons on level 72
    of Erebor.


  [The Museum Inventory - Bree ]

a) The Maiashield of Gothmog [13,+13] (+4)
    It increases your dexterity by 4.  It makes you invisible.  
    It sustains your strength, dexterity and constitution.  It provides
    immunity to paralysis.  It provides resistance to life draining.  It
    allows you to levitate.  It produces a fiery sheath.  It can re-curse
    itself.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Oriental vampire on level 41 of Paths of
    the Dead.
b) The Ring of Power of Ren the Unclean (+4 to stealth)
    It increases your dexterity, stealth and infravision by 4.  
    It makes you invisible.  It makes you completely fearless.  It
    provides resistance to cold and confusion.  It allows you to levitate.
    It drains experience.  It cannot be dropped while cursed.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Ren the Unclean on level 62 of Paths of the
    Dead.
c) The Ring of Power of Uvatha the Horseman (+3)
    It increases your intelligence and dexterity by 3.  It makes you
    invisible.  It makes you completely fearless.  It provides resistance 
    to sound.  It allows you to levitate.  It drains experience.  It
    cannot be dropped while cursed.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Uvatha the Horseman in the town of Bree .
d) The Ring of Power of Ren the Unclean (+1 to stealth)
    
    It increases your dexterity, constitution and stealth by 1.  It makes
    you invisible.  It sustains your strength and dexterity.  It provides
    resistance to blindness.  It speeds your regenerative powers.  It 
    drains experience.  It cannot be dropped while cursed.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Ren the Unclean on level 60 of Paths of the
    Dead.
e) The Ring of the Firebeards (+5,+10) (+3)
    It increases your strength and ability to tunnel by 3.  It makes
    you invisible.  It sustains your strength.  It makes you completely
    fearless.  It provides resistance to fire.  It allows you to sense the
    presence of good beings.  It drains mana.  It can re-curse itself.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Feagwath, the Undead Sorcerer on level 70
    of Paths of the Dead.
f) The Ring of the Stiffbeards (+5,+10) [+5] (+3)
    It increases your constitution and ability to
    tunnel by 3.  It makes you invisible.  It sustains your constitution.  
    It provides resistance to disenchantment.  It allows you to sense the
    presence of undead.  It reflects bolts and arrows.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Feagwath, the Undead Sorcerer on level 70
    of Paths of the Dead.
g) The Arkenstone of Thrain (+3)
    It can be activated for detection every 30+d30
    turns if it is being worn. It provides light (radius 3) forever.  It 
    increases your speed and luck by 3.  It provides resistance to life
    draining, light, dark and chaos.  It allows you to see invisible
    monsters.  It allows you to sense the presence of orcs.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
h) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
    It can be activated
    for destroy doors and traps every 10 turns if it is being worn. It 
    increases your intelligence, wisdom and constitution by 3.  It
    provides resistance to acid, poison, blindness and confusion.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 51 of Paths of the Dead.
i) The Filthy Rag of the Wight [1,-1](40%) (+2 to searching)
    It 
    increases your intelligence and searching by 2.  It increases your 
    mana capacity by 40%.  It provides resistance to blindness and 
    confusion.  It renders you especially vulnerable to fire.  It allows
    you to see invisible monsters.  It cannot be harmed by acid, cold,
    lightning or fire.  
j) The Soft Leather Armour 'Hithlomir' [4,+20] (+4)
    It increases your stealth and searching by 4.  It
    provides resistance to acid, electricity, fire, cold and dark.  It
    cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
k) The Set of Gauntlets 'Paurnen' [2,+15]
    It can be activated for acid bolt
    (5d8) every 5+d5 turns if it is being worn. It can be used to store a
    spell.  It provides resistance to acid.  It cannot be harmed by acid,
    cold, lightning or fire.  
    It was given to you as a reward.
l) The Pair of Metal Shod Boots of Gimli (+5,+5) [4,+10] (+4)
    It grants you the power of magic map
     if it is being worn.  It increases your searching, infravision and 
    ability to tunnel by 4.  It allows you to climb mountains.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of The Physics Teacher on level 67 of Paths of
    the Dead.
m) The Great Axe of Durin (4d4) (+10,+20) [+15] (+3)
    It must be wielded two-handed.  It increases your strength, 
    constitution and ability to tunnel by 3.  It does extra damage from 
    acid and fire.  It is especially deadly against dragons.  It is
    especially deadly against orcs.  It is especially deadly against
    trolls.  It is a great bane of demons.  It provides immunity to
    paralysis.  It makes you completely fearless.  It provides resistance 
    to acid, fire, light, dark and chaos.  It allows you to sense the
    presence of evil beings.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of a Zombie Cyclops on level 88 of Orodruin.
n) The Dagger of Rilia (2d4) (+4,+3)
    
    It can be activated for stinking cloud (12), rad. 3, every 4+d4 turns
     if it is being worn. It poisons your foes.  It is especially deadly
    against orcs.  It provides resistance to poison and disenchantment.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 64 of Paths of the Dead.
o) The Short Sword 'Gilettar' (1d7) (+3,+7) (+2)
    It 
    increases your attack speed by 2.  It is especially deadly against
    natural creatures.  It provides resistance to disenchantment.  It
    allows you to see invisible monsters.  It slows your metabolism.  It
    speeds your regenerative powers.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Dreadmaster on level 64 of Paths of the
    Dead.
p) The Broad Sword 'Orcrist' (2d5) (+10,+15) (+3)
    It provides light (radius 1) forever.  It increases your 
    searching by 3.  It does extra damage from frost.  It is especially
    deadly against dragons.  It is especially deadly against orcs.  It
    fights against evil with holy fury.  It provides resistance to cold
     and dark.  It allows you to sense the presence of orcs and dragons.  
    It slows your metabolism.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 63 of Paths of the Dead.
q) The Long Sword of Angmar (4d5) (-22,-25) (-10 to speed)
    It 
    decreases your strength, wisdom, charisma and speed by 10.  It does
    extra damage from fire.  It drains life from your foes.  It makes you
    invisible.  It provides immunity to paralysis.  It renders you
    incorporeal.  It allows you to see invisible monsters.  It allows you
    to sense the presence of undead.  It slows your metabolism.  It
    prevents teleportation.  It aggravates nearby creatures.  It carries
    an ancient morgothian curse.  It can clone monsters.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 63 of Paths of the Dead.
r) The Blade of Chaos 'Daedheloth' (6d5) (+18,+28) [-50]
    It does
    extra damage from fire and frost.  It poisons your foes.  It produces
    chaotic effects.  It is very sharp and can cut your foes.  It is a
    great bane of dragons.  It is especially deadly against orcs.  It is
    especially deadly against trolls.  It fights against evil with holy
    fury.  It is especially deadly against natural creatures.  It provides
    immunity to paralysis.  It provides resistance to acid, electricity, 
    fire, cold and chaos.  It allows you to see invisible monsters.  It
    allows you to sense the presence of evil beings.  It aggravates nearby
    creatures.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Feagwath, the Undead Sorcerer on level 70
    of Paths of the Dead.
s) The Blade of Chaos 'Stormbringer' (6d6) (+16,+16) (+2 attacks)
    It increases your strength, constitution and 
    attack speed by 2.  It produces chaotic effects.  It drains life from
    your foes.  It provides immunity to paralysis.  It provides resistance 
    to life draining, confusion, nether, nexus and chaos.  It prevents
    teleportation.  It drains experience.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of The Stormbringer on level 48 of Paths of
    the Dead.
t) The Spear of Caradhras (4d6) (+15,+15) (+4)
    It can be activated for stone to mud every 5 turns if it is
    being worn. It increases your intelligence, wisdom, searching, 
    infravision, ability to tunnel and speed by 4.  It does extra damage 
    from fire.  It is especially deadly against dragons.  It is especially
    deadly against giants.  It strikes at demons with holy wrath.  It
    strikes at undead with holy wrath.  It fights against evil with holy
    fury.  It makes you completely fearless.  It provides resistance to 
    life draining, fire and light.  It allows you to levitate.  It allows
    you to see invisible monsters.  It allows you to sense the presence of 
    giants.  It has been blessed by the gods.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Great Worm of Fire on level 127 of Utumno.
u) The Beaked Axe of Hurin (2d6) (+12,+20) (+3)
    
    It must be wielded two-handed.  It can be activated for berserker and
    +10 to speed (50) every 100+d200 turns if it is being worn. It
    provides light (radius 1) forever.  It increases your strength and 
    constitution by 3.  It does extra damage from acid.  It is especially
    deadly against orcs.  It is especially deadly against trolls.  It is a
    great bane of demons.  It provides resistance to acid.  It drains mana
    .  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient blue dragon on level 36 of
    Barad-Dur.
v) The Beaked Axe of Dain Ironfoot (2d6) (+8,+10) (+3)
    It can be activated for drain life (120) every 400 turns if
    it is being worn. It increases your wisdom and constitution by 3.  It
    is especially deadly against dragons.  It allows you to sense the
    presence of undead and evil beings.  It slows your metabolism.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Vecna, the Emperor Lich on level 92 of
    Orodruin.
w) The Halberd 'Osondir' (3d5) (+6,+9) (+3)
    It can be wielded two-handed.  It increases your charisma by 
    3.  It does extra damage from fire.  It is especially deadly against
    giants.  It strikes at undead with holy wrath.  It provides resistance 
    to fire and sound.  It allows you to levitate.  It allows you to see
    invisible monsters.  It allows you to sense the presence of giants.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 53 of Paths of the Dead.
x) The Whip 'Lasher' (1d6) (+12,+15) (+3)
    It 
    increases your dexterity and attack speed by 3.  It poisons your foes.
    It is very sharp and can cut your foes.  It is especially deadly
    against orcs.  It is especially deadly against natural creatures.  It
    provides immunity to paralysis.  It provides resistance to poison.  It
    allows you to sense the presence of orcs.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Dread on level 47 of Paths of the Dead.
a) The Quarterstaff of Olorin (2d9) (+10,+13) (+4)
    
    It can be activated for detection, probing and identify true every
    1000 turns if it is being worn. It can be used to store a spell.  It 
    increases your intelligence, wisdom, charisma and searching by 4.  It
    does extra damage from fire.  It is especially deadly against orcs.  
    It is especially deadly against trolls.  It fights against evil with
    holy fury.  It provides immunity to paralysis.  It provides resistance 
    to life draining, fire and nether.  It allows you to see invisible
    monsters.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Worm of Fire on level 127 of Utumno.
b) The Lead-Filled Mace 'Dolcrist' (5d4) (+11,+23) [+20] (+5)
    
    It can be wielded two-handed.  It can be activated for destruction
    every 200+d200 turns if it is being worn. It increases your strength, 
    infravision and ability to tunnel by 5.  It does extra damage from 
    electricity.  It poisons your foes.  It is a great bane of dragons.  
    It is especially deadly against natural creatures.  It provides
    resistance to blindness, sound and nexus.  It produces an anti-magic
    shell.  It aggravates nearby creatures.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of Pestilence on level 63 of Paths of the Dead.
c) The Sling of Farmer Maggot (x2) (+20,+0) (+2) {100% off}
    
    It can be activated for terrify every 10+d50 turns if it is being
    worn. It increases your searching and infravision by 2.  It fires
    missiles excessively fast.  It cannot be harmed by acid, cold,
    lightning or fire.  
    It was given to you as a reward.
d) The Long Bow 'Belthronding' (x3) (+20,+22) (+3)
    It increases your dexterity and 
    stealth by 3.  It provides resistance to disenchantment.  It fires
    missiles excessively fast.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Zephyr Lord on level 70 of Paths of the
    Dead.
e) The Silver Bolt 'Dailir' (8d5) (+15,+20) (+5)
    It increases your ability to score critical hits by 5.  It is
    very sharp and can cut your foes.  It is very sharp and can make your
    foes bleed.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Storm Worm on level 127 of Utumno.
f) The Drum of the Sky (+2 to speed)
    
    It increases your wisdom, charisma, stealth, speed and luck by 2.  It
    provides resistance to acid, electricity, fire, cold and sound.  It
    allows you to see invisible monsters.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Vampire orc on level 51 of Paths of the
    Dead.
g) The Key of Thorin
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
h) The Cup of Thror
    It can be activated
    for alchemy every 500 turns.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying on the floor of a special level.
i) Smeagol's corpse
    It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of Smeagol on level 10 of Barrow-Downs.
j) Alberich the Nibelung King's corpse
    It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Alberich the Nibelung King on level 70 of
    Paths of the Dead.
k) a Parchment - Adventurer's Guide to Middle-earth
l) The Parchment - Map of Thror
    It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying on the floor of a special level.


  [The Museum Inventory - Gondolin ]

a) The Maiablade of Gothmog (7d6) (+13,+13) (-20)
    It provides light
    (radius 1) forever.  It decreases your luck by 20.  It does extra
    damage from fire.  It poisons your foes.  It produces chaotic effects.
    It is very sharp and can make your foes bleed.  It strikes at demons
    with holy wrath.  It fights against evil with holy fury.  It can
    re-curse itself.  It can resist being shattered by morgul beings.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Patriarch on level 99 of Angband.
b) The Arrow Trap Set of Naugrim (+17,+27) [+37] (+2)
    It
    is well-hidden. It can only be set off by demons.  It fires missiles
    with extra might.  It fires missiles excessively fast.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Munchkin on level 90 of Angband.
c) The Bolt Trap Set of the Edain (+25,+15) [+30] (+3)
    It is
    well-hidden. It rearms itself.  It fires missiles with extra might.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Mornungol on level 75 of Angband.
d) The Ring of the Stonefoots [+6] (+3)
    It
    provides light (radius 3) forever.  It increases your charisma and 
    ability to tunnel by 3.  It makes you invisible.  It sustains your 
    charisma.  It provides resistance to shards.  It drains experience.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Red Balrog in the town of Gondolin .
e) The Ring of the Broadbeams [+10] (+3)
    
    It increases your intelligence and ability to tunnel by 3.  It makes
    you invisible.  It sustains your intelligence.  It provides resistance 
    to blindness and sound.  It allows you to sense the presence of 
    non-living things.  It drains experience.  It can re-curse itself.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of The Necromancer of Dol Guldur on level 70
    of Dol Guldur.
f) The Phial of Galadriel (+4)
    It can be activated for light area (dam 2d15) every
    10+d10 turns if it is being worn. It provides light (radius 3)
    forever.  It increases your searching and luck by 4.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ice skeleton on level 18 of Mirkwood.
g) The Multi-Hued Dragon Scale Mail 'Lothronfaun' (-4 to accuracy) [30,+25]
    
    It can be activated for star ball (150) every 1000 turns if it is
    being worn. It provides light (radius 1) forever.  It provides
    immunity to electricity.  It provides immunity to paralysis.  It
    provides resistance to fire, cold, poison, light and dark.  It allows
    you to see invisible monsters.  It allows you to sense the presence of 
    dragons.  It aggravates nearby creatures.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
h) The Mithril Chain Mail 'Belegennon' (-1 to accuracy) [28,+20] (+4 to
stealth)
    It can be activated
    for heal (777), curing and heroism every 300 turns if it is being
    worn. It increases your intelligence, wisdom and stealth by 4.  It
    makes you completely fearless.  It provides resistance to life draining
    , acid, electricity, fire, cold, poison and dark.  It allows you to
    see invisible monsters.  It cannot be harmed by acid, cold, lightning
    or fire.  
    It was given to you as a reward.
i) The Hard Leather Armour of Himring [6,+15]
    It can be activated for protection
    from evil (dur level*3 + d25) every 225+d225 turns if it is being
    worn. It provides resistance to poison, nether and chaos.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Shoggoth on level 76 of Angband.
j) The Leather Jerkin of Tom Bombadil [40,+0] (+1)
    It
    grants you the power of teleport if it is being worn.  It increases 
    your strength, intelligence, wisdom, dexterity, constitution and 
    charisma by 1.  It provides resistance to confusion.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Greater titan on level 72 of Angband.
k) The Cloak 'Holcolleth' [1,+4] (+2)
    
    It can be activated for sleep nearby monsters every 55 turns if it is
    being worn. It increases your intelligence, wisdom, stealth and speed
     by 2.  It provides resistance to acid.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Munchkin on level 90 of Angband.
l) The Elven Cloak of Peregrin Took [4,+16] (+3)
    It
    can be activated for satisfy hunger every 100 turns if it is being
    worn. It increases your dexterity, charisma, stealth, searching and 
    luck by 3.  It makes you invisible.  It cannot be harmed by acid,
    cold, lightning or fire.  
    It was given to you as a reward.
m) The Large Leather Shield of the Haradrim [4,+15] (+2)
    It can be activated for berserk
    strength every 50+d50 turns if it is being worn. It increases your 
    strength and constitution by 2.  It sustains your strength and 
    constitution.  It makes you completely fearless.  It provides
    resistance to poison and blindness.  It aggravates nearby creatures.  
    It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
n) The Iron Crown of Beruthiel [0,+20] (-5)
    It decreases your strength, dexterity
     and constitution by 5.  It provides immunity to paralysis.  It
    provides resistance to life draining.  It allows you to see invisible
    monsters.  It gives telepathic powers.  It can re-curse itself.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Worm of Law on level 78 of Angband.
o) The Metal Cap of Thengel [3,+12] (+3)
    
    It increases your wisdom, charisma and luck by 3.  It provides
    resistance to confusion.  It cannot be harmed by acid, cold, lightning
    or fire.  
    It was given to you as a reward.
p) The Dragon Helm of Dor-Lomin [8,+20] (+4)
    It can be activated for rays of fear
    in every direction if it is being worn. It provides light (radius 1)
    forever.  It increases your strength, dexterity and constitution by 4.
    It provides resistance to acid, electricity, fire, cold, light and 
    blindness.  It allows you to see invisible monsters.  It allows you to
    sense the presence of dragons and thunderlords.  It cannot be harmed
    by acid, cold, lightning or fire.  
    It was given to you as a reward.
q) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
    It increases your strength and 
    constitution by 2.  It provides immunity to paralysis.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
r) The Set of Gauntlets 'Paurnimmen' [2,+15] (+4)
    It can be activated
    for frost bolt (6d8) every 7+d7 turns if it is being worn. It can be
    used to store a spell.  It increases your constitution by 4.  It
    sustains your constitution.  It provides resistance to cold.  It
    speeds your regenerative powers.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Vampire orc on level 65 of Paths of the
    Dead.
s) The Set of Gauntlets 'Pauraegen' [2,+15]
    It can be activated for lightning bolt (4d8) every 6+d6 turns if
    it is being worn. It can be used to store a spell.  It provides
    resistance to electricity.  It cannot be harmed by acid, cold,
    lightning or fire.  
    It was given to you as a reward.
t) The Light War Axe 'Cam-tal-crist' (2d5) (+12,+15) (+4)
    It increases your dexterity by 4.  It
    is very sharp and can cut your foes.  It is very sharp and can make
    your foes bleed.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Bronze drake in the town of Gondolin .
u) The Broad Axe 'Barukkheled' (2d6) (+13,+19) (+3)
    
    It can be wielded two-handed.  It increases your constitution by 3.  
    It is especially deadly against orcs.  It is especially deadly against
    trolls.  It is especially deadly against giants.  It fights against
    evil with holy fury.  It allows you to see invisible monsters.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Olog in the town of Gondolin .
v) The Dagger of Meriadoc (E:10, L:1) (1d4) (+4,+6)
    It can
    be activated for lightning bolt (4d8) every 6+d6 turns if it is being
    worn. It does extra damage from electricity.  It provides resistance 
    to electricity and nether.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Bile Worm on level 79 of Angband.
w) The Cutlass 'Gondricam' (1d7) (+10,+11) (+3)
    
    It increases your dexterity and stealth by 3.  It provides resistance 
    to acid, electricity, fire and cold.  It allows you to levitate.  It
    allows you to see invisible monsters.  It speeds your regenerative
    powers.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Munchkin on level 90 of Angband.
x) The Long Sword 'Anguirel' (2d5) (+8,+12) (+2) {cursed}
    It 
    increases your strength, constitution and speed by 2.  It does extra
    damage from electricity.  It is very sharp and can cut your foes.  It
    is very sharp and can make your foes bleed.  It strikes at demons with
    holy wrath.  It fights against evil with holy fury.  It provides
    immunity to paralysis.  It provides resistance to electricity, light
     and dark.  It allows you to see invisible monsters.  It aggravates
    nearby creatures.  It is cursed.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Swamp Worm on level 98 of Angband.
a) The Spear 'Aiglos' (3d6) (+15,+25) [+5] (+4)
    
    It can be activated for ball of lightning (100) every 500 turns if it
    is being worn. It provides light (radius 1) forever.  It increases 
    your wisdom and dexterity by 4.  It does extra damage from electricity
     and frost.  It is especially deadly against orcs.  It is especially
    deadly against trolls.  It is especially deadly against giants.  It is
    a great bane of undead.  It provides immunity to paralysis.  It
    provides resistance to electricity, cold and light.  It slows your
    metabolism.  It has been blessed by the gods.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Munchkin on level 67 of Angband.
b) The Spear 'Nimloth' (1d6) (+11,+13) (+3 to speed)
    It 
    increases your stealth, infravision and speed by 3.  It does extra
    damage from frost.  It strikes at undead with holy wrath.  It provides
    resistance to cold and dark.  It allows you to see invisible monsters.
    It has been blessed by the gods.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of an Elite uruk Shaman on level 72 of Angband.
c) The Spear of Melkor (4d6) (+12,+24) (-4 to stealth)
    
    It decreases your wisdom and stealth by 4.  It poisons your foes.  It
    provides resistance to light, dark, blindness, confusion and nether.  
    It allows you to sense the presence of good beings.  It drains mana
     and life.  It carries an ancient foul curse.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of Gothmog, the High Captain of Balrogs on
    level 70 of Angband.
d) The Lance of Eorlingas (3d8) (+3,+21) (+2)
    It must be wielded two-handed.  It increases your 
    strength, dexterity and speed by 2.  It is especially deadly against
    orcs.  It is especially deadly against trolls.  It fights against evil
    with holy fury.  It makes you completely fearless.  It allows you to
    see invisible monsters.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of Maedhros the Tall on level 85 of Angband.
e) The Battle Axe of Balli Stonehand (3d8) (+8,+11) [+5] (+3)
    
    It can be wielded two-handed.  It increases your strength, 
    constitution and stealth by 3.  It is especially deadly against orcs.  
    It is especially deadly against trolls.  It strikes at demons with
    holy wrath.  It provides immunity to paralysis.  It provides
    resistance to acid, electricity, fire, cold and blindness.  It allows
    you to levitate.  It allows you to see invisible monsters.  It allows
    you to sense the presence of non-living things.  It speeds your
    regenerative powers.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Ulik the Troll in the town of Gondolin .
f) The Lochaber Axe of the Dwarves (3d8) (+12,+17) (+10 to searching)
    
    It can be wielded two-handed.  It increases your searching, 
    infravision and ability to tunnel by 10.  It is especially deadly
    against giants.  It fights against evil with holy fury.  It makes you
    completely fearless.  It provides resistance to acid, electricity, 
    fire and cold.  It cannot be harmed by acid, cold, lightning or fire.  
    
    You found it in the remains of a Great Worm of Law on level 78 of Angband.
g) The Lochaber Axe 'Lhugdagnir' (3d8) (+20,+20) (+2 attacks)
    
    It increases your attack speed by 2.  It is a great bane of dragons.  
    It provides resistance to acid, electricity, fire, cold and poison.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Munchkin on level 90 of Angband.
h) The Quarterstaff 'Nar-i-vagil' (1d9) (+10,+20) (+3)
    It
    can be wielded two-handed.  It increases your intelligence by 3.  It
    does extra damage from fire.  It is especially deadly against natural
    creatures.  It provides resistance to fire.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Bloodthirster on level 99 of Angband.
i) The Morning Star 'Naurgil' (2d6) (+5,+7) [+2]
    
    It can be activated for large fire ball (72) every 100 turns if it is
    being worn. It provides light (radius 1) forever.  It does extra
    damage from fire.  It provides immunity to fire.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of a Munchkin on level 67 of Angband.
j) The Morning Star 'Maegnas-in-sereg' (2d6) (+8,+22) (+4)
    It 
    increases your strength by 4.  It poisons your foes.  It is especially
    deadly against orcs.  It is especially deadly against trolls.  It is
    especially deadly against natural creatures.  It provides resistance 
    to nexus.  It allows you to see invisible monsters.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of The Unicorn of Order on level 82 of Angband.
k) The Mattock of Nain (+12,+18) (+6 to searching)
    
    It can be activated for stone to mud every 5 turns if it is being
    worn. It increases your strength, searching, infravision and ability
    to tunnel by 6.  It does extra damage from acid.  It is especially
    deadly against dragons.  It is especially deadly against orcs.  It is
    especially deadly against trolls.  It is especially deadly against
    giants.  It provides resistance to acid, dark and disenchantment.  It
    allows you to climb mountains.  It allows you to sense the presence of 
    orcs.  It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
l) The Long Bow of Legolas (x6) (+17,+19) (+3)
    It increases your dexterity, stealth
     and infravision by 3.  It provides immunity to paralysis.  It allows
    you to sense the presence of orcs.  It fires missiles with extra
    might.  It fires missiles excessively fast.  It cannot be harmed by
    acid, cold, lightning or fire.  
    It was given to you as a reward.
m) The Seeker Arrow of Bard (8d4) (+20,+15)
    It does extra damage from acid, 
    electricity, fire and frost.  It poisons your foes.  It is a great
    bane of dragons.  It is especially deadly against orcs.  It is
    especially deadly against trolls.  It is especially deadly against
    giants.  It strikes at demons with holy wrath.  It strikes at undead
    with holy wrath.  It fights against evil with holy fury.  It is
    especially deadly against natural creatures.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Munchkin on level 67 of Angband.
n) The Metal Boomerang 'Glimdrir' (5d5) (+15,+16) (+3 to speed)
    It 
    increases your dexterity and speed by 3.  It poisons your foes.  It
    strikes at undead with holy wrath.  It fights against evil with holy
    fury.  It provides immunity to paralysis.  It provides resistance to 
    acid, electricity, fire, cold and sound.  It speeds your regenerative
    powers.  It prevents teleportation.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Bloodletter of Khorne on level 87 of
    Angband.
o) The Harp of Thorin (+2 to stealth)
    It can be activated for mass charm every 750 turns if it is
    being worn. It grants you the power of remove fear if it is being
    worn.  It increases your charisma, stealth, infravision, ability to
    tunnel and luck by 2.  It sustains your charisma.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of Ulik the Troll in the town of Gondolin .
p) The Horn of Boromir (+3)
    
    It can be activated for mass human summoning every 1000 turns if it is
    being worn. It increases your strength and constitution by 3.  It
    makes you completely fearless.  It provides resistance to fire.  It
    aggravates nearby creatures.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying on the ground on level 88 of Angband.
q) Gorbag, the Orc Captain's corpse
    It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Gorbag, the Orc Captain on level 69 of
    Angband.
r) The Mage Staff of Saruman (1d4) (+5,+5)(80%) (+4)
    It can be activated for ball of cold (48) every 400 turns if
    it is being worn. It grants you the power of weigh magic if it is
    being worn.  It can be used to store a spell.  It increases your 
    intelligence, speed and spell power by 4.  It increases your mana
    capacity by 80%.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Munchkin on level 90 of Angband.


  [The Museum Inventory - Caras Galadhon ]

a) 99 Potions of Water Curing {quest}
b) The Crumpled Scroll of Mass Resurrection
    It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 59 of Barad-Dur.
c) The Ring of Power of Hoarmurath of Dir (+3)
    It increases 
    your dexterity by 3.  It makes you invisible.  It sustains your 
    intelligence.  It makes you completely fearless.  It provides
    resistance to fire and confusion.  It drains experience.  It cannot be
    dropped while cursed.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Hoarmurath of Dir on level 64 of Barad-Dur.
d) The Ring of Power of Hoarmurath of Dir (+2)
    
    It provides light (radius 3) forever.  It increases your strength by 2
    .  It makes you invisible.  It sustains your intelligence and wisdom.  
    It provides immunity to fire.  It provides resistance to fire and 
    disenchantment.  It slows your metabolism.  It produces a fiery
    sheath.  It drains experience.  It cannot be dropped while cursed.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Hoarmurath of Dir on level 63 of Dol Guldur.
e) The Ring of Power of Dwar, Dog Lord of Waw
    
    It provides light (radius 1) forever.  It makes you invisible.  It
    sustains your intelligence and wisdom.  It provides resistance to 
    electricity, fire, cold, blindness and shards.  It allows you to fly.  
    It allows you to see invisible monsters.  It produces a fiery sheath.  
    It drains experience.  It cannot be dropped while cursed.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Dwar, Dog Lord of Waw on level 63 of Dol
    Guldur.
f) The Ring of the Blacklocks (+3)
    It increases your dexterity, ability to tunnel and luck by 3.  
    It makes you invisible.  It sustains your dexterity.  It provides
    resistance to nexus.  It produces an anti-magic shell.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Bile Worm on level 66 of Barad-Dur.
g) a Ring of Invisibility
    
    It makes you invisible.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of Smeagol on level 10 of Barrow-Downs.
h) The Ring of Durin (+2)
    It
    grants you the power of midas touch if it is being worn.  It increases 
    your strength, constitution and charisma by 2.  It sustains your 
    strength, constitution and charisma.  It provides resistance to life
    draining, acid, cold, dark, nether and chaos.  It allows you to sense
    the presence of evil beings.  It drains experience.  It aggravates
    nearby creatures.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of The Necromancer of Dol Guldur on level 70
    of Dol Guldur.
i) The Necklace of Girion [10,+0] (+5)
    It can be activated for grow mushrooms every 50+d50 turns
     if it is being worn. It increases your charisma by 5.  It sustains 
    your charisma.  It provides resistance to poison and nexus.  It allows
    you to see invisible monsters.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Lurtz, Uruk Captain of the White Hand on
    level 20 of Mirkwood.
j) The Amulet of Carlammas (+2)
    It can be activated for protection from evil (dur
    level*3 + d25) every 225+d225 turns if it is being worn. It increases 
    your constitution by 2.  It provides resistance to fire.  It cannot be
    harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
k) The Amulet of Ingwe (+3)
    It can be activated for dispel evil
    (level*5) every 300+d300 turns if it is being worn. It increases your 
    intelligence, wisdom, charisma, searching and infravision by 3.  It
    provides immunity to paralysis.  It provides resistance to acid, 
    electricity and cold.  It allows you to see invisible monsters.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Worm of Perplexity on level 56 of
    Barad-Dur.
l) The Jewel 'Evenstar' (+3)
    It can be activated for restore stats and life levels every
    750 turns if it is being worn. It provides light (radius 1) forever.  
    It increases your constitution by 3.  It sustains your intelligence, 
    wisdom and constitution.  It provides resistance to life draining, 
    cold, dark and nether.  It speeds your regenerative powers.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Munchkin on level 53 of Barad-Dur.
m) The Amulet of Faramir (+18,+0) [+8] (+5)
    It 
    increases your stealth by 5.  It sustains your dexterity.  It provides
    resistance to confusion.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of Smeagol on level 10 of Barrow-Downs.
n) a Dwarven Lantern of the Magi (+3)
    It
    grants you the power of magic map if it is being worn.  It provides
    light (radius 2) forever.  It increases your intelligence, wisdom and 
    charisma by 3.  It makes you invisible.  It provides resistance to 
    blindness.  It cannot be harmed by fire.  
    It was given to you as a reward.
o) The Star of Elendil (+1)
    It can be activated for light (dam
    2d15) & map area every 50+d50 turns if it is being worn. It grants you
    the power of detect curses if it is being worn.  It provides light
    (radius 4) forever.  It increases your speed by 1.  It provides
    resistance to life draining.  It allows you to see invisible monsters.
    It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
p) The Anchor of Space-Time
    It provides light (radius 2) forever.  
    It prevents the space-time continuum from being disrupted.  It cannot
    be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
q) The Black Banner of Gondor (-3)
    It can be activated for summon undead
    every 666+d333 turns if it is being worn. It provides light (radius 1)
    forever.  It decreases your stealth by 3.  It makes you invisible.  It
    provides resistance to dark, nether and chaos.  It allows you to sense
    the presence of undead.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of a Munchkin on level 60 of Barad-Dur.
r) The Pearl 'Nimphelos' (+1)
    It
    grants you the power of dazzle if it is being worn.  It provides light
    (radius 3) forever.  It increases your searching and infravision by 1.
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Dark dwarven smith on level 24 of
    Mirkwood.
s) an Elven Blue Dragon Scale Mail (-2 to accuracy) [30,+20] (+2 to stealth)
    It can be activated for breathe lightning (100) every 90+d90
    turns if it is being worn. It increases your stealth by 2.  It
    provides resistance to acid, electricity, fire, cold and shards.  It
    allows you to fly.  It allows you to sense the presence of orcs.  It
    cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
t) The Chain Mail of Peregrin Took (+3,+5) [14,+11] (+2)
    It can be activated for rays of fear
    in every direction if it is being worn. It provides light (radius 1)
    forever.  It increases your strength by 2.  It sustains your strength.
    It makes you completely fearless.  It allows you to sense the presence 
    of trolls.  It speeds your regenerative powers.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of a Great Bile Worm on level 66 of Barad-Dur.
u) The Chain Mail of Arvedui (-2) [14,+15] (+2)
    
    It increases your strength and charisma by 2.  It provides resistance 
    to acid, electricity, fire, cold, sound, shards and nexus.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Munchkin on level 53 of Barad-Dur.
v) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2)
    It 
    increases your strength, dexterity and speed by 2.  It makes you
    completely fearless.  It provides resistance to acid, electricity, 
    fire, cold, confusion and sound.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Dracolich on level 46 of Barad-Dur.
w) The Full Plate Armour of Isildur [25,+25] (+1)
    It 
    increases your constitution by 1.  It provides resistance to acid, 
    electricity, fire, cold, confusion, sound and nexus.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Munchkin on level 53 of Barad-Dur.
x) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)
    It
    can be activated for genocide every 500 turns if it is being worn. It 
    increases your strength and charisma by 4.  It provides resistance to 
    acid, electricity, fire, cold, poison, dark and disenchantment.  It
    allows you to sense the presence of orcs.  It cannot be harmed by
    acid, cold, lightning or fire.  
    It was given to you as a reward.
a) The Galvorn Plate Mail of Eol (-4 to accuracy) [40,+20] (+2)
    It can be activated for heal 1000 hit
    points every 888 turns if it is being worn. It increases your 
    constitution by 2.  It sustains your constitution.  It makes you
    completely fearless.  It provides resistance to life draining, acid, 
    cold, dark, confusion, nether, nexus and chaos.  It allows you to
    sense the presence of undead.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Ice Worm on level 126 of Utumno.
b) The Cloak of Thorongil [1,+10]
    
    It provides immunity to paralysis.  It makes you completely fearless.  
    It provides resistance to acid.  It allows you to see invisible
    monsters.  It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
c) The Large Leather Shield of Celegorm [4,+20]
    It makes you completely fearless.  It
    provides resistance to acid, electricity, fire, cold, light and dark.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Bile Worm on level 66 of Barad-Dur.
d) The Large Metal Shield of Anarion [5,+20]
    
    It sustains your strength, intelligence, wisdom, dexterity, 
    constitution and charisma.  It provides resistance to acid, 
    electricity, fire, cold and shards.  It allows you to sense the
    presence of evil beings.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of a Munchkin on level 53 of Barad-Dur.
e) The Large Mithril Shield of Gil-galad [10,+20] (+5)
    It
    can be activated for starlight (75) every 75+d75 turns if it is being
    worn. It provides light (radius 1) forever.  It increases your wisdom, 
    charisma, searching and luck by 5.  It sustains your wisdom, dexterity
     and charisma.  It provides resistance to acid, electricity, dark and 
    disenchantment.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it in the remains of a Munchkin on level 53 of Barad-Dur.
f) The Jewel Encrusted Crown of Numenor [0,+18] (+3)
    It
    can be activated for analyze monster every 500+d200 turns if it is
    being worn. It provides light (radius 1) forever.  It increases your 
    intelligence, dexterity, charisma, searching and speed by 3.  It
    provides immunity to paralysis.  It provides resistance to cold, light
    , dark, blindness, sound and shards.  It allows you to see invisible
    monsters.  It drains mana.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Raal's Tome of Destruction on level 59 of
    Barad-Dur.
g) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed}
    It provides light (radius 1) forever.  It increases your 
    strength, intelligence, wisdom, dexterity, constitution, charisma and 
    infravision by 125.  It provides resistance to acid, electricity, fire
    , cold, poison, light, dark, confusion, nether and nexus.  It allows
    you to see invisible monsters.  It gives telepathic powers.  It is
    permanently cursed.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Morgoth, Lord of Darkness on level 127 of
    Utumno.
h) The Hard Leather Cap of Thranduil [2,+10] (+2)
    It increases your intelligence and wisdom by 2.  It provides
    resistance to blindness and disenchantment.  It allows you to sense
    the presence of orcs, trolls and evil beings.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of an Algroth on level 46 of Barad-Dur.
i) The Iron Helm 'Holhenneth' [5,+10] (+2)
    It
    can be activated for detection every 55+d55 turns if it is being worn. 
    It increases your intelligence, wisdom and searching by 2.  It
    provides resistance to blindness.  It allows you to see invisible
    monsters.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Swamp Worm on level 61 of Barad-Dur.
j) The Iron Helm of Gorlim (+25,+25) [5,+10] (-5)
    
    It can be activated for rays of fear in every direction if it is being
    worn. It decreases your intelligence, wisdom and searching by 5.  It
    provides immunity to cold.  It provides immunity to paralysis.  It
    makes you completely fearless.  It provides resistance to acid, fire, 
    poison and disenchantment.  It allows you to see invisible monsters.  
    It produces an anti-magic shell.  It drains life.  It induces random
    teleportation.  It carries an ancient foul curse.  It cannot be harmed
    by acid, cold, lightning or fire.  
    It was given to you as a reward.
k) The Dragon Helm of Thrain [8,+12]
    It sustains your constitution.  It
    provides resistance to electricity, nether and disenchantment.  It
    allows you to breathe underwater.  It cannot be harmed by acid, cold,
    lightning or fire.  
    It was given to you as a reward.
l) The Set of Gauntlets 'Paurhach' [2,+15]
    It can be activated for fire bolt
    (9d8) every 8+d8 turns if it is being worn. It can be used to store a
    spell.  It provides resistance to fire.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Munchkin on level 53 of Barad-Dur.
m) a Set of Mithril Gauntlets of Slaying (+1,+4) [4,+21]
    It
    cannot be harmed by acid.  
    It was given to you as a reward.
n) The Light War Axe of Helcar (2d5) (+3,+15) (+3)
    It increases your intelligence and 
    charisma by 3.  It does extra damage from frost.  It sustains your 
    dexterity.  It provides immunity to cold.  It provides resistance to 
    nexus.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Munchkin on level 53 of Barad-Dur.
o) The Broad Axe 'Orchast' (2d7) (+20,+14) (+4)
    It
    can be wielded two-handed.  It can be activated for detect orcs every
    10 turns if it is being worn. It increases your dexterity and 
    searching by 4.  It is especially deadly against orcs.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Munchkin on level 53 of Barad-Dur.
p) The Dagger 'Quickblade' (1d4) (+50,+0) (+3 to speed)
    It 
    increases your dexterity, speed and attack speed by 3.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Munchkin on level 53 of Barad-Dur.
q) The Dagger 'Belangil' (2d4) (+6,+9) (+2)
    It
    can be activated for frost ball (48) every 5+d5 turns if it is being
    worn. It increases your dexterity, speed and attack speed by 2.  It
    does extra damage from frost.  It poisons your foes.  It provides
    resistance to cold.  It allows you to see invisible monsters.  It
    slows your metabolism.  It speeds your regenerative powers.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Swamp Worm on level 64 of Dol
    Guldur.
r) The Dagger of Samwise (E:10, L:1) (1d4) (+4,+6)
    It can be activated for fire bolt (9d8) every 8+d8 turns if it
    is being worn. It provides light (radius 1) forever.  It does extra
    damage from fire.  It provides resistance to fire and chaos.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Munchkin on level 53 of Barad-Dur.
s) The Dagger of Peregrin (E:10, L:1) (1d4) (+4,+6)
    It
    can be activated for frost bolt (6d8) every 7+d7 turns if it is being
    worn. It does extra damage from frost.  It provides resistance to cold
     and blindness.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it in the remains of a Dracolisk on level 59 of Barad-Dur.
t) The Main Gauche of Azaghal (2d5) (+12,+14)
    It
    is a great bane of dragons.  It provides immunity to fire.  It makes
    you completely fearless.  It allows you to sense the presence of 
    dragons.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Worm of Perplexity on level 126 of
    Utumno.
u) The Rapier 'Forasgil' (1d6) (+12,+19)
    It does extra damage from frost.  It is especially deadly
    against natural creatures.  It provides resistance to cold and light.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Munchkin on level 53 of Barad-Dur.
v) The Short Sword 'Sting' (E:0, L:0) (1d7) (+7,+8) (+2 to speed)
    It
    provides light (radius 1) forever.  It increases your strength, 
    dexterity, constitution, speed and attack speed by 2.  It is
    especially deadly against orcs.  It strikes at undead with holy wrath.
    It fights against evil with holy fury.  It is especially deadly
    against natural creatures.  It provides immunity to paralysis.  It
    provides resistance to light and confusion.  It allows you to see
    invisible monsters.  It allows you to sense the presence of orcs, 
    spiders and undead.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying on the floor of a special level.
w) The Sabre 'Careth Asdriag' (2d7) (+6,+8) (+2 to speed)
    It increases your 
    dexterity, constitution, speed and attack speed by 2.  It is
    especially deadly against dragons.  It is especially deadly against
    orcs.  It is especially deadly against trolls.  It is especially
    deadly against giants.  It is especially deadly against natural
    creatures.  It allows you to sense the presence of animals.  It cannot
    be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
x) The Broad Sword 'Aranruth' (3d5) (+20,+12) (+4)
    It increases your strength, dexterity
     and constitution by 4.  It does extra damage from frost.  It is
    especially deadly against dragons.  It strikes at demons with holy
    wrath.  It strikes at undead with holy wrath.  It fights against evil
    with holy fury.  It sustains your strength and constitution.  It
    provides immunity to paralysis.  It makes you completely fearless.  It
    provides resistance to life draining, cold, nether and chaos.  It
    allows you to see invisible monsters.  It slows your metabolism.  It
    speeds your regenerative powers.  It has been blessed by the gods.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Vermicious Knid on level 39 of Barad-Dur.
a) The Broad Sword 'Guthwine' (2d6) (+6,+7) (+1)
    
    It provides light (radius 1) forever.  It increases your ability to
    score critical hits by 1.  It is very sharp and can make your foes
    bleed.  It is especially deadly against orcs.  It makes you completely
    fearless.  It provides resistance to blindness.  It allows you to
    sense the presence of orcs.  It cannot be harmed by acid, cold,
    lightning or fire.  
    It was given to you as a reward.
b) The Long Sword 'Ringil' (4d5) (+22,+25) (+10)
    It can be activated for ball of cold
    (100) every 300 turns if it is being worn. It provides light (radius
    1) forever.  It increases your speed by 10.  It does extra damage from 
    frost.  It is especially deadly against trolls.  It is a great bane of
    demons.  It strikes at undead with holy wrath.  It fights against evil
    with holy fury.  It provides immunity to paralysis.  It makes you
    completely fearless.  It provides resistance to cold and light.  It
    allows you to see invisible monsters.  It slows your metabolism.  It
    speeds your regenerative powers.  It has been blessed by the gods.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Munchkin on level 53 of Barad-Dur.
c) The Long Sword 'Sereghathol' (E:25, L:2) (5d5) (+32,+32) (+2 to speed)
    It 
    increases your strength, dexterity and speed by 2.  It is very sharp
    and can cut your foes.  It is very sharp and can make your foes bleed.
    It fights against evil with holy fury.  It provides immunity to
    paralysis.  It allows you to see invisible monsters.  It slows your
    metabolism.  It speeds your regenerative powers.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of a Munchkin on level 53 of Barad-Dur.
d) The Long Sword 'Herugrim' (3d5) (+8,+9) (+2)
    It
    can be activated for cure insanity every 200 turns if it is being
    worn. It increases your intelligence by 2.  It is very sharp and can
    cut your foes.  It provides immunity to paralysis.  It provides
    resistance to dark and confusion.  It allows you to sense the presence 
    of evil beings.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it in the remains of a Munchkin on level 53 of Barad-Dur.
e) The Long Sword 'Elvagil' (2d5) (+5,+7) (+2)
    It 
    increases your dexterity, charisma and stealth by 2.  It is especially
    deadly against orcs.  It is especially deadly against trolls.  It
    allows you to levitate.  It allows you to see invisible monsters.  It
    allows you to sense the presence of orcs and trolls.  It cannot be
    harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
f) The Scimitar 'Haradekket' (2d5) (+9,+11) (+2 attacks)
    It increases your intelligence, wisdom
     and attack speed by 2.  It is especially deadly against dragons.  It
    strikes at demons with holy wrath.  It strikes at undead with holy
    wrath.  It fights against evil with holy fury.  It is especially
    deadly against natural creatures.  It provides resistance to confusion
    , nexus, chaos and disenchantment.  It allows you to see invisible
    monsters.  It has been blessed by the gods.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Dracolich on level 46 of Barad-Dur.
g) The Hand and a Half Sword 'Calris' (5d4) (-20,+20) (+5)
    It
    can be wielded two-handed.  It increases your constitution by 5.  It
    is a great bane of dragons.  It is especially deadly against trolls.  
    It strikes at demons with holy wrath.  It fights against evil with
    holy fury.  It provides resistance to disenchantment.  It allows you
    to sense the presence of dragons and demons.  It drains life.  It
    aggravates nearby creatures.  It can re-curse itself.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Munchkin on level 53 of Barad-Dur.
h) The Two-Handed Sword 'Zarcuthra' (4d6) (+19,+21) (+4)
    It
    must be wielded two-handed.  It increases your strength, charisma and 
    infravision by 4.  It does extra damage from fire.  It is very sharp
    and can cut your foes.  It is a great bane of dragons.  It is
    especially deadly against orcs.  It is especially deadly against
    trolls.  It is especially deadly against giants.  It strikes at demons
    with holy wrath.  It strikes at undead with holy wrath.  It fights
    against evil with holy fury.  It is especially deadly against natural
    creatures.  It provides immunity to paralysis.  It provides resistance 
    to fire and chaos.  It allows you to levitate.  It allows you to see
    invisible monsters.  It drains mana.  It aggravates nearby creatures.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Worm of Law on level 127 of Utumno.
i) The Two-Handed Sword 'Anglachel' (3d6) (+13,+17) (+2)
    
    It must be wielded two-handed.  It increases your strength by 2.  It
    does extra damage from fire.  It poisons your foes.  It is very sharp
    and can cut your foes.  It is a great bane of dragons.  It is
    especially deadly against trolls.  It provides immunity to paralysis.  
    It provides resistance to fire, poison and dark.  It allows you to
    sense the presence of dragons.  It slows your metabolism.  It speeds
    your regenerative powers.  It drains life.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of an Ancient multi-hued dragon on level 46 of
    Barad-Dur.
j) The Executioner's Sword 'Crisdurian' (4d5) (+18,+19)
    It must be wielded two-handed.  It poisons your foes.  It is
    very sharp and can cut your foes.  It is very sharp and can make your
    foes bleed.  It is especially deadly against dragons.  It is
    especially deadly against orcs.  It is especially deadly against
    trolls.  It is especially deadly against giants.  It strikes at undead
    with holy wrath.  It fights against evil with holy fury.  It allows
    you to see invisible monsters.  It cannot be harmed by acid, cold,
    lightning or fire.  
    It was given to you as a reward.
k) The Dark Sword 'Mormegil' (E:45, L:3) (6d7) (+0,+0) [-20] (+2 to speed)
    It generates an antimagic field.  It 
    increases your speed and attack speed by 2.  It does extra damage from 
    fire.  It is especially deadly against dragons.  It provides immunity 
    to fire.  It makes you completely fearless.  It provides resistance to 
    fire, chaos and disenchantment.  It drains mana, life and experience.  
    It aggravates nearby creatures.  It carries an ancient foul curse.  It
    cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
l) The Pike 'Til-i-arc' (2d5) (+10,+12) [+10] (+2)
    It can be wielded two-handed.  It 
    increases your intelligence by 2.  It does extra damage from fire and 
    frost.  It is especially deadly against trolls.  It is especially
    deadly against giants.  It strikes at demons with holy wrath.  It
    sustains your intelligence.  It provides resistance to fire and cold.  
    It allows you to sense the presence of giants.  It slows your
    metabolism.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Swamp Worm on level 61 of Barad-Dur.
m) The Scythe 'Avavir' (5d3) (+8,+8) [+10] (+3)
    
    It can be wielded two-handed.  It can be activated for word of recall
    every 200 turns if it is being worn. It increases your dexterity and 
    charisma by 3.  It does extra damage from fire and frost.  It provides
    immunity to paralysis.  It provides resistance to fire, cold and light
    .  It allows you to see invisible monsters.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of Santa Claus on level 40 of Barad-Dur.
n) The Battle Axe 'Lotharang' (2d8) (+4,+3) (+1)
    It
    can be activated for cure serious wounds every 3+d3 turns if it is
    being worn. It increases your strength and dexterity by 1.  It is
    especially deadly against orcs.  It is especially deadly against
    trolls.  It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
o) The Lochaber Axe of Gothmog (3d8) (+14,+19) (-4)
    It can be activated for fire ball
    (300) every 200+d200 turns if it is being worn. It decreases your 
    charisma by 4.  It does extra damage from fire.  It provides immunity 
    to fire.  It carries an ancient foul curse.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of an Ethereal dragon on level 60 of Barad-Dur.
p) The Quarterstaff of Thranduil (1d9) (+10,+20)
    
    It can be wielded two-handed.  It poisons your foes.  It is especially
    deadly against natural creatures.  It provides resistance to poison.  
    It allows you to sense the presence of animals.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of a Forest troll on level 48 of Barad-Dur.
q) The Quarterstaff 'Eriril' (1d9) (+3,+5) (+4)
    
    It can be activated for identify spell every 10 turns if it is being
    worn. It can be used to store a spell.  It increases your intelligence
     and wisdom by 4.  It fights against evil with holy fury.  It provides
    resistance to light.  It allows you to see invisible monsters.  It
    allows you to sense the presence of evil beings.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of a Munchkin on level 53 of Barad-Dur.
r) The Mace 'Taratol' (3d4) (+12,+12)
    It
    can be wielded two-handed.  It can be activated for speed (dur 20+d20)
    every 250 turns if it is being worn. It does extra damage from 
    electricity.  It is a great bane of dragons.  It provides immunity to 
    electricity.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Worm of Balance on level 99 of
    Orodruin.
s) The Ball-and-Chain of Fundin Bluecloak (5d4) (+13,+17) [+10] (+4)
    It can be wielded two-handed.  It can be activated for dispel
    evil (x4) every 100+d100 turns if it is being worn. It provides light
    (radius 1) forever.  It increases your strength, wisdom and speed by 4
    .  It strikes at undead with holy wrath.  It fights against evil with
    holy fury.  It provides resistance to life draining, electricity, fire
    , nether and disenchantment.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Morgoth, Lord of Darkness on level 127 of
    Utumno.
t) The Flail 'Totila' (3d6) (+6,+8) (+2 to stealth)
    It can be wielded two-handed.  It can be activated for confuse
    monster every 15 turns if it is being worn. It provides light (radius
    1) forever.  It increases your stealth by 2.  It does extra damage 
    from fire.  It fights against evil with holy fury.  It provides
    resistance to fire and confusion.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Munchkin on level 53 of Barad-Dur.
u) The Two-Handed Flail 'Thunderfist' (3d6) (+5,+18) (+4)
    It
    must be wielded two-handed.  It increases your strength and 
    constitution by 4.  It does extra damage from electricity and fire.  
    It is especially deadly against orcs.  It is especially deadly against
    trolls.  It is especially deadly against natural creatures.  It makes
    you completely fearless.  It provides resistance to electricity, fire
     and dark.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Worm of Perplexity on level 64 of
    Barad-Dur.
v) The Mighty Hammer 'Grond' (E:25, L:2) (9d9) (+25,+25) [+10]
    It must be wielded two-handed.  It can be activated for 
    alter reality every 100 turns if it is being worn. It can cause
    earthquakes.  It is a great bane of dragons.  It is especially deadly
    against orcs.  It is especially deadly against trolls.  It is a great
    bane of demons.  It is a great bane of undead.  It fights against evil
    with holy fury.  It is especially deadly against natural creatures.  
    It provides resistance to acid, electricity, fire and cold.  It allows
    you to see invisible monsters.  It gives telepathic powers.  It
    produces an anti-magic shell.  It aggravates nearby creatures.  It
    cannot be harmed by acid, cold, lightning or fire.  
w) The Sling of the Thain (x6) (+15,+15) (+4)
    It increases your 
    dexterity and constitution by 4.  It provides resistance to nether.  
    It fires missiles with extra might.  It fires missiles excessively
    fast.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Munchkin on level 53 of Barad-Dur.
x) The Short Bow of Amras (x3) (+12,+15) (+1 to speed)
    It 
    increases your intelligence, wisdom, dexterity and speed by 1.  It
    provides resistance to electricity, fire and cold.  It slows your
    metabolism.  It fires missiles with extra might.  It fires missiles
    excessively fast.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Munchkin on level 53 of Barad-Dur.
a) The Short Bow of Amrod (x4) (+12,+15) (+2)
    It 
    increases your strength and constitution by 2.  It provides resistance 
    to electricity, fire and cold.  It speeds your regenerative powers.  
    It fires missiles with extra might.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Great Worm of Law on level 127 of Utumno.
b) The Long Bow of Bard (x5) (+17,+19) (+2)
    
    It increases your dexterity and luck by 2.  It provides immunity to
    paralysis.  It allows you to sense the presence of dragons.  It fires
    missiles with extra might.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Munchkin on level 53 of Barad-Dur.
c) The Light Crossbow of Brand (x3) (+5,+7) (+10)
    It
    can be activated for explosive rune every 200 turns if it is being
    worn. It increases your stealth by 10.  It provides resistance to cold
    .  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Worm of Perplexity on level 99 of
    Orodruin.
d) The Seeker Arrow of Gondor (10d8) (+10,+20)
    It strikes at demons with holy wrath.  It fights against evil
    with holy fury.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it in the remains of a Great Bile Worm on level 66 of Barad-Dur.
e) The Metal Boomerang of Beor (4d5) (+8,+12) (+4 to speed)
    
    It increases your dexterity and speed by 4.  It provides resistance to 
    acid, electricity, fire and cold.  It cannot be harmed by acid, cold,
    lightning or fire.  
    It was given to you as a reward.
f) The Red Arrow of Gondor
    It can be activated for mass human
    summoning every 1000 turns.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Maulotaur on level 41 of Barad-Dur.
g) Sangahyando of Umbar's corpse
    It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Sangahyando of Umbar on level 127 of Utumno.
h) Marylene, Heartbreakeress of the Netherworld's corpse
    
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Marylene, Heartbreakeress of the
    Netherworld on level 127 of Utumno.



Posted on 17.7.2005 20:03

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78. on the Ladder (of 17605)
1. on the Fury Ladder (of 64)
Best for this player (out of 4)

Comments

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On 17.7.2005 20:03 seth@auto-trim.com wrote:
Haven't gotten to Melkor yet, but I fugured I can always update the post. This is the first time I ever got to 99999999 exp. Blame that on the dog's den and Innate spells! I have os much mana that I can just heal myself, so I didn't think I'd need the ! of Healing for the void.

On 17.7.2005 20:23 thegpfury@gmail.com wrote:
Nice setup.

I have already balanced the ring of lornen, now has a default level of 127. Maybe I will make a special level in the void with it in it... :)

If it weren't for that ring of vitality, you would only have ~500 hitpoints.

Do you think that Spiders are too easy to play?

On 17.7.2005 20:46 wrote:
I didn't get it until Maeglin anyway, which I did after Angband, so it didn't really help me with Sauron, Mt. Doom, or any of the other game quests except for Morgoth.

I LOVE that ring of Vitality!!! The Filthy Rag of Ghan-buri-Ghan is also adding 40% don't forget!

I don't think Spiders are too easy. I think the Lornen ring has too high a pval though. It should be more like 5 or 6. When I put it on, I only had CON 23, and it put it right up to 40 (so that was nice).

On 17.7.2005 20:57 thegpfury@gmail.com wrote:
Yeah, but the ring or lornen was a randart that I found at one point. I kind of like it.

I haven't found many vitality rings that high. Imagine a randart ring like that... :) a 10 pval would be great.



On 18.7.2005 00:01 seth@auto-trim.com wrote:
What is the pval cap on those? Is it 6 like most things, or could you actually get one with a 200% hp increase? This ring feels like cheating, especially since I STOLE IT.

On 18.7.2005 00:30 thegpfury@gmail.com wrote:
I don't know what the cap is.

Hey, you still only have 1100 hps. That is way less than a comparable master of another race.

On 18.7.2005 19:19 wrote:
Two Arkenstones of Thrain? How did you manage that?

On 18.7.2005 19:58 thegpfury@gmail.com wrote:
Oops.

It is a theme bug, that I forgot to fix. Theme has a special level in which you get the Arkenstone, but the arkenstone isn't flagged as SPECIAL_GENE. so you can get 2 of them if you are lucky. I will fix that for the next release.

On 19.7.2005 00:41 seth@auto-trim.com wrote:
I've actually had a few artifacts repeat on me, not just in FuryMod. I have a Theme archer where I Mathomed two Ring(s) of Tulkas, a repeat of one of the elven rings, and a few other goodies. I think it's more than just a Theme bug, since I've seen others post about it too.

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